Ghost, I think you are right about the basic tenor of the published CT adventures, and that's not a bad thing. It makes the answer to the players question "What do we do here?" very easy to answer, because the situation is familiar.
I have read sci-fi with giant monsters and time travel (Doctor Who!) but my favorite author is Piper, who centered his stories around humans and their very familiar struggles. The sci-fi trappings were just that, trappings to give the story flavor while keeping the focus on the human element. Any of the CT adventures can be made exciting by adding sci-fi tropes, or by adding a human element that gets the players attention.
My game group just finished Death Station recently, and I only changed some of the background (illegal street drug lab instead of research station). The enigma of a deserted space station kept my players searching and asking 'why'? The drugged-out survivors scared them and were an additional motivator to solve the mystery.
I read recently on a blog somewhere that the published CT adventures were intended to be a setting/framework for the referee to build upon and make their own. So whether you add slimy aliens, or human adversaries, or a harsh and hostile environment, give the players something that makes them care about the adventure, and everyone wins.
Thanks Bob
Yeah, it's a realization I came to maybe a year back, but it didn't really click with me until recently. I shrug at it. I now understand why there weren't a whole host of things from all sorts of sci-fi sources in the official adventures. Oh well.
It's not a big deal to me because I happen to be a law and order kind of guy, but I do get a little exasperated by having to peel back layers to reveal "what's really going on" in media of all forms, games and Traveller included. I'm just sorry Traveller has that tinge to it, but I've enjoyed it enough to let it be.
Still; when all that is said and done, I'm still of the opinion that Traveller, as a name brand, can withstand and benefit from some real classic sci-fi offering, and not just "crime and/or geo-political scenario-X in a futuristic setting".
Ironically enough I've always wanted to write really excellent military sci-fi, but others are far more coherent and capable than I ever will be, so currently I'm writing more traditional sci-fi that will, I hope, really challenge players but without being impossible, and hopefully will be highly entertaining as well.
I never did much Dungeons and Dragons, but I do understand the draw to it; adventure. For me, I shied away from the fantasy setting, and gravitated towards the sci-fi setting because I was drawn to technology and bizzare and strange scientific phenomenon in sci-fi. So when Traveller came about, even though it had better thought out rules and more grounded setting, it seemed rather dry, but with a massive potential for really excellent adventures.
I think part of the reason Traveller has endured, apart from possibly being a training tool fr detectives, is that because it is a bare bones setting, people can slap their flavor on top of whatever it is the players are challenged with.
This is why in past years I've brought up ridiculous threads like Kaiju in Traveller, or Mechas in Traveller, or "space monsters" in Traveller, and challenging other posters with either anecdotes or ideas of what happened(s) with you take your fire team up against a Godzilla like monster. That's the stuff legends are made of, and that's part of Traveller, Star Wars, Star Trek, Jules Verne, Isaac Asimov, Rad Bradbury, etc. and all the other greats give to you and me.
Now...shameless plug time. I urge everyone to purchase a PDF of both "The Subterranean Oceans of Argos Prime" and "Hell's Paradise"

The second being a most excellent introductory adventure.